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General Might & Magic Questions

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GawainBS
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General Might & Magic Questions

Post by GawainBS »

1. What's the formula for to hit? It doesn't need to be exact, just so I have a general idea how "to hit" relates to Armour Class.

2. I once found a file/link which explained the bonuses you got from statistics, but I can't find it anymore. Can anyone help?

3. In the same vein: how exactly does Speed influence your turn?

4. What's the formula (or approximation) of Regenerate? (Both spell & skill)

Thanks in advance!
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DaveO
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Post by DaveO »

Bones' Combat Guide to Might and Magic VI has detail in regards to chance to hit.

In regards to statistic breakpoints, the previous website has the information under Basics->Breakpoints.

IIRC, all Speed does is to increase Armor Class and possibly determine the order characters can attack.

The regeneration skill restores at base level one hit point for every five minutes. Expert level gives two hit points, Master three, and Grand Master four.
In regards to the Regeneration spell, it acts exactly like the base Regeneration skill at Expert level. Master level restores three hit points per minute, and Grand Master provides 10 hit points per minute.
Obviously, regeneration as a skill or spell is most effective to heal characters when you're no longer attacking enemies.

P.S. - Do your questions mean that you're done with the Diablo 2 Spearazon build?

EDIT - I almost forgot to mention that items which regenerate hit points or spell points only restore one hit point or spell point for every five minutes. They will NOT stack.
I'd rather be part bull than a complete sheep.


http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
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GawainBS
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Post by GawainBS »

Thank you. I had two "Regenerate Spell points" items equipped on one character in MMVIII, and he did *seem* to get them back faster than those with one item equipped.

I'm not exactly done with the Spearzone build, but I have been playing it. It worked quite nicely, even in "player 8".
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Post by DaveO »

Without using turn-based combat, five minutes in game time does not take long. In the early part of the game, regeneration is more noticeable and useful. When you have hundreds of spell points or thousands of hit points, items with other attributes and bonuses become more useful. This is especially true of items that add to the Magic skills.
It may be possible to stack "of X Magic" items which can increase damage or possibly cause a damage rollover effect(around skill level 60 or so). I do believe this is only possible in MM6. I do recall items with skill bonuses in MM8 only taking in account the item with the best bonus. Items with attribute enhancements can be stacked to your heart's content, although the RoI(return on investment) reduces as stats go higher.
Bear in mind that hit point regeneration can be stacked in a way by using both the Regenerate spell and hit point regeneration items.
I'd rather be part bull than a complete sheep.


http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
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GawainBS
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Post by GawainBS »

Thanks. I find the Regeneration spell incredibly useful though, given its long duration. It allows you to have one healer, ensuring that if he goes down, he'll be back.

P.S.: Now I'm feeling liking continueing my Spearzon. :p
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Post by DaveO »

I checked another location, and found that you can stack bonuses from artifacts/relics with normal items. So if you have an item that regenerates spell points or hit points, any relic or artifact with that bonus should double the effect.
I'd rather be part bull than a complete sheep.


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GawainBS
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Post by GawainBS »

In MMVIII, skill bonuses from items definitely stack.
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